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Topic subjectedge helpfiles 8 - invoker
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2187, edge helpfiles 8 - invoker
Posted by Fjarn on Wed 31-Dec-69 07:00 PM
General:
'CIVIC ELEMENTALIST'

An invoker with this edge has trained such that their area-effecting spells only strike criminals and their minions within protected cities.

SEE ALSO: EDGES, LAWS 'COMBAT ELEMENTALIST'

An invoker with this edge may cast their touch spells in combat.

SEE ALSO: CHANNEL HEAT, SHOCKING TOUCH, FROST FINGERS, ACIDIC SECRETION, EDGES

'DEMIELEMENTAL TRANSCENDENCE'

An invoker with this costly edge has long walked the paths of magic and the elements, beginning to leave some shreds of their mortality behind in favor of becoming a creature more like the elements themselves.

This manifests itself in benefits which alleviate some of the weakness and frailty of the mortal condition, such as something of a resistance to knockout blows, poison, diseases, and some of the effects of blood loss. This edge is not without its drawbacks, however; spells which prove dangerous or restrictive to elementals may also hinder the demielemental invoker.

SEE ALSO: EDGES Desperate Unweaving: Better at dispelling invoker shields.

'ELEMENTAL ABJURATION'

An invoker with this edge suffers reduced damage from weapons made of the elements in their purest form (air, stone, fire, water, ice, oil, or lightning).

SEE ALSO: EDGES

'ELEMENTALIST OF THE GOLDEN GRIMOIRE'

A virtuous invoker with this edge casts area-effecting spells which never harm the innocent.

SEE ALSO: EDGES

'FAST DESHIELD'

An invoker with this edge may shed their protective shield much faster than most.

SEE ALSO: DESHIELD, EDGES

'EXTRA AFFINITY'

By choosing this edge, an invoker gains an extra point of elemental affinity to allocate as normal. This edge may be chosen a limited number of multiple times.

SEE ALSO: EDGES, AFFINITY

'MARTIAL INVOKER'

An invoker with this edge deals more damage in melee when wielding weapons made of the purest elements. This additional damage is proportional to their affinity with the relevant element.

SEE ALSO: EDGES

'NATURAL ELEMENTALIST'

An invoker with this edge has formed a bond with nature; their area spells will not strike nature's creatures, and their fireballs will not burn wilderness terrain.

SEE ALSO: EDGES

'REND ELEMENTS'

An invoker with this edge is exceptionally adept at rending elementals asunder with their single-target offensive spells.

SEE ALSO: EDGES

'SOLIPSISTIC SHIELDING'

By design or quirk of fate or talent, an invoker with this edge weaves elemental shields that are longer lasting and much more difficult to dispel than would be normal. Unfortunately, the invoker is also unable to shield any but themselves.

SEE ALSO: FIRESHIELD, FROSTSHIELD, AIRSHIELD, EARTHSHIELD, WATERSHIELD, LIGHTNINGSHIELD, OOZESHIELD, EDGES


Air:
'BEND AIR'

An invoker with this edge is exceptionally proficient at bending air to create the effect of improved invisibility, and may maintain such an effect for a longer duration.

SEE ALSO: EDGES, 'IMPROVED INVIS'

'CLOUDMAGE'

An invoker with this edge casts more potent cloud spells, and may cast these spells more often than normal.

SEE ALSO: INCENDIARY CLOUD, NOXIOUS CLOUD, EDGES

HURRICANE

The vortexes of an invoker with this edge cause harm to any the invoker could harm with their gale-force winds.

SEE ALSO: VORTEX, EDGES


Earth:
'EARTH PUSH'

An invoker with this edge is more effective at pushing people around with his earth ripples; this spell also deals additional damage.

SEE ALSO: EARTH RIPPLE, EDGES

'PERSISTENT EARTHRAIN'

An invoker of strong earth magic who chooses this edge has carefully honed their reflexes and unconscious mind to be able to maintain a rain of stone even when they are knocked out. The success of this endeavor is by no means guaranteed, and is unlikely to last for long under any circumstances.

SEE ALSO: RAIN OF STONE, EDGES

'SPIKED PITS'

An invoker with this edge may carefully dig pits with cruel spikes at the bottom. The lasting effects of falling into such a pit are not unlike running across stones spiked by a druid, in addition to the obvious normal complications of plummeting unexpectedly into a deep pit.

SEE ALSO: DIG, EDGES

STONEBREAKER

An invoker with this edge causes greater damage with his stoneshatter.

SEE ALSO: STONESHATTER, EDGES


Fire:
'IGNITING NOVA'

An invoker strong in fire magic may choose this edge, allowing them a chance to immolate those their nova strikes for a very short time.

SEE ALSO: IMMOLATION, NOVA, EDGES

'MIND OVER FLAME'

By sheer act of will, an invoker strong in the element of fire may extinguish fires which burn their body.

SEE ALSO: IMMOLATION, EDGES


Ice:
'ABSOLUTE ZERO'

An invoker strong in frost magic who has chosen this edge has a chance to freeze opponents solid for a short time with their cones of cold.

SEE ALSO: CONE OF COLD, EDGES

'GLACIAL MIND'

An invoker with this edge senses if one of their snowstorms chills someone.

SEE ALSO: CONGLACIATION, EDGES

'NEEDLE SPRAY'

An invoker with this edge may assail groups of their enemies with more iceneedles than normal.

SEE ALSO: ICENEEDLES, EDGES

'PIERCING NEEDLES'

An invoker with this edge may more readily bypass armor with his iceneedles.

An invoker may have this edge or Wounding Needles, but not both.

SEE ALSO: ICENEEDLES, EDGES

'WOUNDING NEEDLES'

An invoker with this edge causes longer lasting wounds with his iceneedles.

An invoker may have this edge or Piercing Needles, but not both.

SEE ALSO: ICENEEDLES, EDGES


Lightning:
'ARCING BOLT'

An invoker steeped in lightning magic can choose this edge, granting them a small chance to afflict those their forked lightning strikes with arcing lightning for a short while.

SEE ALSO: FORKED LIGHTNING, PILLAR OF THE HEAVENS, EDGES

'ELECTRICAL ENCHANTER'

An invoker with this edge can charge weapons with more potent and long-lasting lightning.

SEE ALSO: CHARGE WEAPON, EDGES

'CONCENTRATED VITRIOL'

An invoker with this edge calls forth a vitriolic spray which loses its potence less quickly.

SEE ALSO: VITRIOLIC STREAM, EDGES


Water:
'CHILLING GEYSER'

An invoker with strengths in both water and ice magic may choose this edge, which causes their geysers to be called forth freezing cold. The geyser will deal minor damage to those protected from drowning but not frost, and will deal slightly increased damage to any not resistant to cold.

An invoker may not have both this edge and Scalding Geyser.

SEE ALSO: GEYSER, AFFINITY, CHILLING GEYSER, EDGES

'MAGE OF THE DEPTHS'

An invoker with a strong affinity for water magic may choose this edge, which bolsters the power of their other types of magic whenever they are underwater.

SEE ALSO: EDGES

'SCALDING GEYSER'

An invoker with strengths in both water and fire magic may choose this edge, which causes their geysers to be called forth scalding hot. The geyser will deal minor damage to those protected from drowning but not heat, and will deal slightly increased damage to any not resistant to heat.

An invoker may not have both this edge and Chilling Geyser.

SEE ALSO: GEYSER, AFFINITY, CHILLING GEYSER, EDGES


Racial Edges:
'EARTH POWER'

A svirfneblin invoker may choose this edge, which allows them to cast most spells with greater power so long as they are in physical contact with the Earth.

SEE ALSO: EDGES

'EARTH WARD'

A svirfneblin invoker may draw upon their special bond with the Earth in choosing this edge, which permits them to form a Shield of Earth which lasts longer and may not be dispelled.

SEE ALSO: 'SHIELD OF EARTH', EDGES

WINGWALL

An arial invoker who chooses this edge will imbue their wingsweeps with Air magic if possible; this requires the expenditure of a small amount of mana as part of the wingsweep.

SEE ALSO: WIND WALL, WINGSWEEP, EDGES